As of v0.21:
- 61 territories
- Players start at clan castles, playing role of daimyo
- players receive +6 auto-deploy for each castle
- remainder of territories are neutral (of various sizes depending on location)
- No "continents", rather bonuses based upon control of certain resources/political positions/individuals
- Victory is achieved be eliminating all opponents or capturing a certain set of territories and quantity of resources
v0.21 NOTE: The castle in the top-right portion of the map is enclosed in its own territory. For some reason, that did not appear on the map displayed above.
Update 2/23/2010
I'm currently running with natty_dread's suggestion to add a resource element to the map. I added two main "resources": manpower and mines. I also developed a symbol and plan to incorporate farmland into the mix, but the end result saw the map way too cluttered (in my opinion), leaving little room for province names and such. Though It's not represented here, I delimited a six-territory "sphere of influence" around each castle. I used this area as a basis for where to place resources. Basically, each castle has relatively easy access to two manpower territories early on. Expansion beyond that (assuming a full map of 8 players) will require them to content with their neighbors. Mines were placed on two "neutral" territories on the south and north sides of the island. These territories are not officially in the sphere of influence of any one clan, though it is probably obvious that certain clans could get to the mines easier than others. For that reason, I demanded that a player control 3 manpower before they can gain the mine bonus. That way, even if a player quickly takes the mine, no benefit will be received until they actually go out and conquer manpower from other daimyo.
I added a bonus of +6 for any player holding the shogun's hall and 10 manpower. Essentially, a player in this position has conquered more than half of the island is firmly controls the shogunate, even if there are detractors. The way I expect this to play out is that two players eventually emerge strong in the north and south and they jockey over control of the imperial palace and the two manpower units in the central region of the map. However, I imagine some players will secure territories on the opposite side of the island BEFORE going for the imperial palace and plenty will ignore the palace altogether in favor of gunning for their opponents, but I wanted to give players some incentive to go for the objectives if they are so inclined.
The tax collector bonus is one of those incentives. I was also thinking of adding another bonus related to the court nobles (hold court nobles + 3 castles = 3 armies). I'm not sure what to do with the advisor and regalia territories. Right now they are simply more buffers between the gate and the ninja.
Speaking of the ninja, I will be moving its connection so that it can only be accessed after going through the empress (entirely a gameplay concern, no historical basis that I know of).
Finally, the big change is the addition of a victory condition. I will probably up the castle requirement to 6, but other than that, I have no changes to that element of the map. Any thoughts?
To Do:
Gameplay
- Nail down impassibles (I'm pretty happy with them now, but I may add another 1 or 2)
- Determine the territory bonus structure (currently in progress)
- Settle on gameplay layout (attack routes, neutrals, resets, etc) for the inset territories
- Decided on how many neutral armies for each territory
- Set victory condition(s) (currently in progress)
Graphics
- decide how much to retain from v0.1
- inset
- main map
- territory names
- background
- impassibles
- castles
- sea routes/ships
- legend
- title
- mini map (if necessary)
The graphics stuff will become more specific when the time comes to serious consider those things, but if anyone has any thing to suggest, graphics or gameplay, please do so!
Older Versions w/ Discussions
v0.1 and v0.2
I've been working on this map on and off for a few months now and I thought it was time to get it up here for some feedback. I understand that there is another Japan map in the final stages of the foundry process, but I believe this map offers a unique picture of Japan at a very interesting time in its history.
NOTE: The section below applies (mostly) exclusively to v0.1 of the map. Should v0.2 be decided as the direction the map is going, this description, to do list, etc. will be updated.
Gameplay
47 Territories
7 Regions
Kyushu +3
Chugoku +4
Shikoku +1
Kansai +5
Chubu +6
Kanto +4
Tohoku +2
Special bonuses
Hold Daimyo:
3 = +1
5 = +2
8 = +4
Hold 1 Daimyo, Throne Room, Emperor, and Shogun's Hall = +4
Impassibles are tentatively placed at this moment awaiting feedback should this map make it into the gameplay foundry. The graphics are also, obviously, temporary.
North ports connect to each other, as do south ports. North ports cannot attack south ports and vice verse (follow the lines).
Buzen can attack Iyo and Nagata. Awa can attack Kii and Harima.
Features
Daimyo represent leaders of powerful clans vying for the control of the shogunate. They are attached to certain territories, not a territory in and of themselves. Thus, holding the territory equates to holding the daimyo. Their geographic positions range from roughly historically accurate to completely fanciful. Gameplay is my primary concern here and my goal was to ensure that the daimyo had at least two territories between each other.
The Imperial Palace connects to the main map through at three points: Tajima, Yamato, and Omi. All imperial palace territories start off neutral. The gates, nobles, tax collector, advisor, and regalia begin as 3 neutral. The throne room, emperor, and shogun's hall begin as 5 neutral. The empress begins as 6 neutral. This feature still needs a lot of work, especially on the graphics end.
The Ninja House begins as 6 neutral and resets after being held by a player for one turn. Ninjas can bombard any Daimyo (or the territory they are in at least).
The Geisha House has the same properties as the ninja house except that it can bombard any territory within the imperial palace except the ninja house and the empress. There would be little point bombarding the ninja house since whatever player currently has it will lose it at the start of their next turn and since you must go through the empress to get to the geisha house and you cannot hold the geisha house for longer than a turn, you would only be bombarding yourself. That said, I would be willing to change this for freestyle fans.
To Do
- "Grunge"-up the map itself. Right now it looks a little too "clean".
- Add more graphical features to the palace inset (trees, lakes, people, etc.). Give it more "grunge" as well.
- Nail down impassibles, both graphically and spatially.
- Make territory names easier to see.
Questions
- Should I make the daimyo separate, capturable territories?
- Do I need to better clarify how the palace inset connects to the map?
- Should I add region names to the map? This seems like a no-brainer, but it kinda looks nice without them. I'll let the community decide.
- Should I add more bonuses?
- Should there be a victory condition?
- Unsheathe the sword?
Any advice you can give in terms of gameplay or graphics techniques will help me greatly. I've never even attempted to make a map before and I have no training in any graphics software, so there is still plenty for me to learn.







